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During that time, you also have resistance to all damage
E x t r a A t t a c k
but force damage.
Beginning at 5th level, you can attack twice, instead of Additionally, you can spend 8 ki points to cast the
once, whenever you take the Attack action on your turn. astral projection spell, without needing material
com ponents. W hen you do so, you can’t take any other
S t u n n i n g S t r i k e creatures with you.
Starting at 5th level, you can interfere with the flow of
ki in an opponent’s body. W hen you hit another creature P e r f e c t S e l f
with a melee w eapon attack, you can spend 1 ki point to At 20th level, when you roll for initiative and have no ki
attempt a stunning strike. The target must succeed on a points remaining, you regain 4 ki points.
Constitution saving throw or be stunned until the end of
your next turn.
M o n a s t i c T r a d i t i o n s
K i - E m p o w e r e d S t r i k e s Three traditions of monastic pursuit are com m on in
the monasteries scattered across the multiverse. Most
Starting at 6th level, your unarm ed strikes count as
m onasteries practice one tradition exclusively, but a
magical for the purpose of overcom ing resistance and
few honor the three traditions and instruct each monk
immunity to nonm agical attacks and damage.
according to his or her aptitude and interest. All three
traditions rely on the sam e basic techniques, diverging
E v a s i o n
as the student grows m ore adept. Thus, a m onk need
At 7th level, your instinctive agility lets you dodge choose a tradition only upon reaching 3rd level.
out of the way of certain area effects, such as a blue
dragon’s lightning breath or a fireball spell. W hen you W a y o f t h e O p e n H a n d
are subjected to an effect that allows you to make a
M onks of the Way of the Open Hand are the ultimate
Dexterity saving throw to take only half damage, you
masters of martial arts combat, whether armed or
instead take no damage if you succeed on the saving
unarmed. They learn techniques to push and trip their
throw, and only half damage if you fail.
opponents, manipulate ki to heal damage to their
bodies, and practice advanced meditation that can
S t i l l n e s s o f M i n d
protect them from harm.
Starting at 7th level, you can use your action to end one
effect on yourself that is causing you to be charm ed O p e n H a n d T e c h n i q u e
or frightened. Starting when you choose this tradition at 3rd level,
you can manipulate your enemy’s ki when you harness
P u r i t y o f B o d y your own. W henever you hit a creature with one of the
attacks granted by your Flurry of Blows, you can im pose
At 10th level, your mastery of the ki flowing through you
one of the following effects on that target:
makes you immune to disease and poison.
• It must succeed on a Dexterity saving throw or be
T o n g u e o f t h e S u n a n d M o o n knocked prone.
• It must make a Strength saving throw. If it fails, you
Starting at 13th level, you learn to touch the ki of other
can push it up to 15 feet away from you.
minds so that you understand all spoken languages.
• It can’t take reactions until the end of your next turn.
Moreover, any creature that can understand a language
can understand what you say.
W h o l e n e s s o f B o d y
At 6th level, you gain the ability to heal yourself. As an
D i a m o n d S o u l
action, you can regain hit points equal to three times
Beginning at 14th level, your mastery of ki grants you
proficiency in all saving throws.
Additionally, whenever you make a saving throw and
fail, you can spend 1 ki point to reroll it and take the
second result.
T i m e l e s s B o d y
At 15th level, your ki sustains you so that you suffer
none of the frailty of old age, and you can't be aged
magically. You can still die of old age, however. In
addition, you no longer need food or water.
E m p t y B o d y
Beginning at 18th level, you can use your action to
spend 4 ki points to becom e invisible for 1 minute.

